Just a quick question. Is there any way to use the "Motion" tag without affecting gravity? Like I want to use an entitydata once, but if I use something like: "/entitydata X {Motion:[0.0,0.0,-1.0]} the entity will be affected by gravity near the end. I want it to have a motion of -1.0 (z) but still be linear. I tried using NoGravity, but it simply hinders the use of the "Motion" tag. Let me know if you didn't understand the question or if I'm going about this the wrong way.

About a year ago or so (to lazy to check), I created a thread where I posted somewhat periodic updates of a map I was intending on making. However I have sort of grown out of Minecraft, yet I do take revisit the game from time to time, and recently when I was fiddling around with command blocks, I got the brilliant idea of making a new SSB-like map. This time, however, I want to make it two-dimensional, for several reasons: firstly, Less command blocks will be required to make a functional map, secondly, if I want to improve the map it'll be less time consuming. The leniency would be the result of one less dimension to consider (it is way easier to work in 2D compared to 3D, especially in Minecraft).

What I assumably have so far:

Attack, Special, Shield and Jump will be custom map-able, meaning you will be able to choose whatever keys you want to use, although there are preferable control schemes. Movement might be customizable, and if it is, to a limited extent.

You can hold the assigned left or right key and a few keys as long as you like. For many people this might not seem that important or revolutionary, however there are hardly any ways to make a key/button be active as long as you hold it down, pretty much all actions activated once you push down a key/click and it won't loop that action until you let go. One of few ways would be WASD movement, you can hold those keys and you will move in said direction indefinitey until key is released, although that is limited to 2 keys, left and right, unless you include front, back and up. Up works okay, but forward and backward are rather iffy in 2D map. So in broad terms, this could lead to buffering.

Sprites

Animations

Resolution compatability: 360p, 480p, 720p, 1080p.

To be done (priority)

The hitbox, hurtbox and collsion detection isn't solved yet, but it will probably rely on objectives detecting certain "co-ordinates" on the screen (each x and y number representing a particular "dot" or mark on the screen, think of a grid).

Shields

Attacks

Momentum being retained when jumping

Buffering

Smash attack

Distinguishing between walk and dash

Honestly, I do not have time to be playing Minecraft any more, or make maps, since I need to invenst time into art. This will be something that I do for fun now and then, if you want to help, that would be cool, but yeah.

Guys the owner of grappl had to end up giving up on maintaining this program as great as it is. Unless someone buys it off her or throws their money at her we probably won't be able to use it again. If you have problems with your server pm me instead and I'll see if I can help.

P.S thanks Ellen, If you're still working on this behind my back...kudos to you *stalks twitter*

........... Naw.... Rest in piece grappl, you were great. Perhaps there were to few donatations..